If you can pick out a good handful of features listed in your previous post which aren't just pointless gimmicky crap, please do. I've played several extensively modded versions of 1.1, with similarly silly features to those you mention, they've all had one thing in common, they're none of them a well balanced and enjoyable experience.
Anyway, norf's explained his position, there really is no point in further discussing the server and its mod in this thread at this point.
I can assure you that all "gimmicky crap" was used, providing some tactical depth, compared to that 1.2 feels a bit "flat".
Some stories I can remember:
The healing ckit:On karith we (humans) built in elevator-Room. In SD all buildings on the ground floor were destroyed, so Humans basically could not buy ammo and regain health fast enough (they had to take elevator which took too long or buy jetpacks which wasted creds). Aliens were already talking like "gg" to us.
Then we actually discussed the situation and the decision was made that two ppl with jetpacks and ckits should remain in base, keep a repeater up and heal ppl to 120 hp, while all other players (there were around 12 vs 12 in total) buy energy weapons (which can be reloaded at the repeater) and rush in waves.
Well, after some hard fight and teamplay we pushed back the aliens and sensationally won the game.
Invisilisk and mines:Humans were camping to gain credits and protect their last, well hidden arm and periodically attacking us aliens, killing one egg after another while our attempts to kill their base did not prevail, especially their mines drained our stock of evos.
We were running out of evos so we made a plan: First we shared our evos, then a dretch-storm was launched where we cleaned the human base of mines. Finally everone evolved to rant, goon or mara, except two experienced players who took adv. basilisk.
The rants, goons and maras then attacked the human base but just as a distraction, so that the two basilisks could become invisible for 4 seconds and take down the last arm, which was accomplished.
Having fun with mines:You move out nothing but a gun and a mine. Suddenly you hear the distant roar of an approaching tyrant. Hastily you stick the mine at the back of the entrance and lie in waiting, being the bait. There it moves around the corner - a hungry rant in pursue - the strongest and most dangerous of the alien hive. What a beast! Instinctively you open fire, pumping a whole clip into that massive body, but seemingly to no effect. Unimpressed the monster stares at you, recognizing you are alone, poorly armed and an easy prey. Triumphantly it roars, then charges at you, trying to smash you with one hit and teaching you a lesson not to fuck with a tyrant. You already smell the rotten breath of death but suddenly there is an explosion, the tyrant screams in agony and dies right before your feet.
A second later the chat line bursts of some "FFFFFFFFFFUUUUUU"´s, followed by rough curses and swears to take bitter revenge. You just smile and enjoy the moment.
Epic games/moments like these never gonna happen in 1.2 and this type of fun, thrill and teamwork you will never ever experience in 1.2 at this stage.
However, what I like in 1.2 so far is the faster paced and more fluent game, the less camping and the building system.
As a conclusion: For me trem 1.1 is more like a tactical game, like counterstrike 1.6 - while trem 1.2 is more like an "arcade" game, like Urban Terror. Both do have their own advantages and disadvantages.I guess we can agree on that.